Point Count Systems in Imperfect Information Game

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International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395-0056

Volume: 03 Issue: 01 | Jan-2016

p-ISSN: 2395-0072

www.irjet.net

Point Count Systems in Imperfect Information Game Dr.M Dharmalingam1 1Associate

Professor,Department of Computer Science Nandha Arts and Science College, Erode,Tamil Nadu,India Abstract:The contract bridge is an intelligent game, which enhances the creativity with various skills and quest to acquire the intricacies of the game, because no player knows exactly what moves other players are capable of during their turn. The Bridge being a game of imperfect information is to be equally well defined, since the outcome at any intermediate phase is purely based on the decision made on the immediate prior stage. One along with the architectures of Artificial Neural Networks (ANN) is applied by training on sample deals and used to estimate the number of tricks to be taken by one pair of bridge players is the key idea behind Double Dummy Bridge Problem (DDBP) implemented with the neural network paradigm. This paper mainly focuses on Cascade-Correlation Neural Network (CCNN) in which is used to solve the bridge problem by using BackPropagation (BP) algorithm. The proposed systems are Work Point Count System (WPCS) and Bamberger Point Count System (BPCS) are an exclusive, most important and popular systems in which are used to bid a final contract in bridge game. Key words: ANN, CCNN, BP algorithm, Contract Bridge, DDBP, Bidding, Playing, WPCS, BPCS. 1. INTRODUCTION The bridge is a game which requires some amount of intelligence and it increases the creativity of the human in decision making and there are extremely powerful Artificial Neural Network (ANN) approaches are available in which playing agents are equipped with carefully designed evaluation functions. In the game playing domain, the most popular Computational Intelligence (CI) disciplines are Neural Networks (NN), Evolutionary Methods (EM), and Supervised Learning (SL) [1]. The ANN is a computational structure capable of processing information in order to finish a given task. A Neural Network is composed of many simple neurons each of which receives inputs from selected other neurons, and performs basic operations on these input information and sends its response to other neurons in the network. An ANN models can therefore be regarded as roughly a simplification and abstraction of biological networks. The ANN has been successfully applied to various recognition, classification problems [2] and games [3-5]. Artificial neural networks are classified under a broad spectrum of Artificial Intelligence (AI) that attempts to imitate the way a human brain works and the CascadeŠ 2016, IRJET

Correlation Neural Network (CCNN) is most common type of neural network in use and these are often trained by the way of supervised learning supported by Back-Propagation (BP) algorithm [6-10] and they have been formalized in a best defense model, which presents the strongest possible assumptions about the opponent. This is used by human players because modeling the strongest possible opponents provides a lower bound on the pay off that can be expected when the opponents are less informed. The new heuristics of beta-reduction and iterative biasing were introduced and represents the first general tree search algorithm capable of consistently performing at and above expert level in actual card play. The effectiveness of these heuristics, particularly when combined with payoff-reduction mini-maxing results in iprm-beta algorithm. The problems from the game of bridge, iprm-beta actually makes less errors than the human experts that produced the model solutions. It thus represents the first general search algorithm capable of consistently performing at and above expert level on a significant aspect of bridge card play [11]. The forward pruning techniques may produce reasonably accurate result in bridge game. Two different kinds of game trees viz., N-Game trees and N-Game like trees were used to inspect, how forward pruning affects the probability of choosing the correct move. The results revealed that, mini-maxing with forward pruning did better than ordinary mini-maxing, in cases where there was a high correlation among the mini-max values of sibling nodes in a game tree. The result suggested that forward pruning may possibly be a viable decision-making technique in bridge games [12].The Bridge Baron is generally acknowledged to be the best available commercial program for the game of contract bridge. The bridge baron program was developed by using domain dependent pattern-matching techniques which has some limitations. Hence there was a need to develop more sophisticated AI techniques to improve the performance of the bridge baron which was supplemented by its previously existing routines for declarer play with routine based on Hierarchical Task-Network (HTN) planning techniques. The HTN planning techniques used to develop game trees in which the number of branches at each node corresponds to the different strategies that a player might pursue rather than the different cards the player might be able to play [13]. The GIB is a production program, expected to play bridge at human speeds. A GIB used Monte Carlo methods

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